Mercurial > mm7
comparison mm7_data.cpp @ 138:a8ec7e1e18b6
Sliding downhill & relative subs.
how it's done: each time you get a little bit pushed in the air along terrain normal,
and then falling to the gravity, gradually sliding downwards. nice trick
author | Nomad |
---|---|
date | Tue, 12 Feb 2013 00:22:30 +0200 |
parents | b5c3f448cd74 |
children | 8b8fd4d83fdc |
comparison
equal
deleted
inserted
replaced
137:a2ddaf0e4d8a | 138:a8ec7e1e18b6 |
---|---|
1761 int dword_76D534_terrain_cell_world_pos_around_party_z; // weak | 1761 int dword_76D534_terrain_cell_world_pos_around_party_z; // weak |
1762 int dword_76D538_terrain_cell_world_pos_around_party_x; // weak | 1762 int dword_76D538_terrain_cell_world_pos_around_party_x; // weak |
1763 int dword_76D53C_terrain_cell_world_pos_around_party_x; // weak | 1763 int dword_76D53C_terrain_cell_world_pos_around_party_x; // weak |
1764 int dword_76D540_terrain_cell_world_pos_around_party_x; // weak | 1764 int dword_76D540_terrain_cell_world_pos_around_party_x; // weak |
1765 int dword_76D544_terrain_cell_world_pos_around_party_x; // weak | 1765 int dword_76D544_terrain_cell_world_pos_around_party_x; // weak |
1766 int dword_76D548_terrain_cell_world_pos_around_party_y; // weak | 1766 //int dword_76D548_terrain_cell_world_pos_around_party_y; // weak |
1767 int dword_76D54C_terrain_cell_world_pos_around_party_y; // weak | 1767 //int dword_76D54C_terrain_cell_world_pos_around_party_y; // weak |
1768 int dword_76D550_terrain_cell_world_pos_around_party_y; // weak | 1768 //int dword_76D550_terrain_cell_world_pos_around_party_y; // weak |
1769 int dword_76D554_terrain_cell_world_pos_around_party_y; // weak | 1769 //int dword_76D554_terrain_cell_world_pos_around_party_y; // weak |
1770 int dword_76D558_terrain_cell_world_pos_around_party_z; // weak | 1770 //int dword_76D558_terrain_cell_world_pos_around_party_z; // weak |
1771 int dword_76D55C_terrain_cell_world_pos_around_party_z; // weak | 1771 //int dword_76D55C_terrain_cell_world_pos_around_party_z; // weak |
1772 int dword_76D560_terrain_cell_world_pos_around_party_z; // weak | 1772 //int dword_76D560_terrain_cell_world_pos_around_party_z; // weak |
1773 int dword_76D564_terrain_cell_world_pos_around_party_z; // weak | 1773 //int dword_76D564_terrain_cell_world_pos_around_party_z; // weak |
1774 int dword_76D568_terrain_cell_world_pos_around_party_x; // weak | 1774 //int dword_76D568_terrain_cell_world_pos_around_party_x; // weak |
1775 int dword_76D56C_terrain_cell_world_pos_around_party_x; // weak | 1775 //int dword_76D56C_terrain_cell_world_pos_around_party_x; // weak |
1776 int dword_76D570_terrain_cell_world_pos_around_party_x; // weak | 1776 //int dword_76D570_terrain_cell_world_pos_around_party_x; // weak |
1777 int dword_76D574_terrain_cell_world_pos_around_party_x; // weak | 1777 //int dword_76D574_terrain_cell_world_pos_around_party_x; // weak |
1778 struct unk_F7B60C stru_76D578; // struct @ MM7.exe::0076D578 | 1778 struct unk_F7B60C stru_76D578; // struct @ MM7.exe::0076D578 |
1779 struct unk_F7B60C stru_76D590; // struct @ MM7.exe::0076D590 | 1779 struct unk_F7B60C stru_76D590; // struct @ MM7.exe::0076D590 |
1780 struct unk_F7B60C stru_76D5A8; // struct @ MM7.exe::0076D5A8 | 1780 struct unk_F7B60C stru_76D5A8; // struct @ MM7.exe::0076D5A8 |
1781 char byte_76D5C0; // weak | 1781 char byte_76D5C0; // weak |
1782 int terrain_76D5C8[128]; | 1782 int terrain_76D5C8[128]; |